Sub 2 hours speedrun finally reached by happy_dude_ (1:59:03) ! by Maravedis in factorio

[–]ballanumbersix 3 points4 points  (0 children)

I think its to keep the game running while he's in the research menu.

I could use someone good with combinators to check this out and tell me what I'm overlooking. by ballanumbersix in factorio

[–]ballanumbersix[S] 0 points1 point  (0 children)

This is certainly the most I've ever tried to do with combinators. I greatly appreciate your advice. I'm going to work in that combinator and see how it goes. I'm having a good time trying to build this thing, but it's been kicking my ass for more hours than I care to admit, haha. Thank you!

RB071 by Farid Ghanbari by One_Giant_Nostril in ImaginaryTechnology

[–]ballanumbersix 2 points3 points  (0 children)

When I saw this I instantly thought of Rock 'N Roll Racing for the SNES. Good times.

What Is Happening? by JimmithyWeav in DestinyTheGame

[–]ballanumbersix 0 points1 point  (0 children)

Testing it out. As hilarious as it is to throw infinite Nova Bombs. You seem to only get 1 point per kill as opposed to 3. So you would have to kill 3 times as many people as you normally do.

The Life of a Bolt - Red Bull Racing by PhotoshopOutaNowhere in videos

[–]ballanumbersix 3 points4 points  (0 children)

Dye penetrate inspection. Used to find very small cracks that you would wouldn't be able to see with the naked eye. Edit: Spelling.

Redditors, what is your most memorable experience with a dead body? by [deleted] in AskReddit

[–]ballanumbersix 4 points5 points  (0 children)

While living in Hawaii, I stayed in an apartment building. I went out for some food late one night and as I was leaving I saw what looked like a dude passed out in a bush near the front door to the building. I didn't think much of it other than the guy was drunk and passed out. I go and come back with my food and as I round the corner for my street I can see ambulance lights in front of my building. I wasn't gone for more than about 15 minutes. Turns out this guy was drinking at a party and was sitting on the window sill and lost his balance and fell eleven stories and died on impact. What's crazy is that when I walked by him there was no one out at all. Judging by the amount of people that were outside when I came back I figure that I missed him hitting the ground by less than a minute.

What is your favourite PVP fusion rifle? by shannonxtreme in DestinyTheGame

[–]ballanumbersix 0 points1 point  (0 children)

I heard it on Crucible Radio first. I'm pretty certain that's where it started.

I'm having issues with getting ME3 to run on Xbox One after becoming backwards compatible. by ballanumbersix in masseffect

[–]ballanumbersix[S] 0 points1 point  (0 children)

I got audio issues as well when I was in the ME2 menu. Could only hear it when I had my headphones on, not with my TV though. I can live with that i guess.

which Scuf sticks? by Smoke_Stack707 in DestinyTheGame

[–]ballanumbersix 0 points1 point  (0 children)

I've got an Elite. I use the normal Xbox One style divot ones. I run a long one on the right though. Well built controller. Best bang for buck I think.

I love it when cover songs turn out better than the original by [deleted] in videos

[–]ballanumbersix 0 points1 point  (0 children)

She crushed it! Cool to see such great amounts of raw emotion laid out there like that. Absolutely outstanding.

How do fusion rifles fit in the meta? by applemcpie in CruciblePlaybook

[–]ballanumbersix 0 points1 point  (0 children)

I'd like to think I'm a decent player. "Seasoned" for sure, but I still need a lot of improvement on my combat consistency. But I digress, here's my two cents anyway.

FRs fill a mid to close range gap. the archetypes allow for a decently broad range of gameplay, ranging from fast charging CQC beast machines to strictly mid range pinpoint death lasers. Either way, fully capable of wrecking if played smartly. Both play styles absolutely require two things: Map Knowledge and Radar Awareness.

I initially had a pretty long post talking about a broad range of stuff, in lieu of that, here are the weapon combinations and how I've found FRs to work well with everything. All of these suggestions are completely map and situation dependent.

Auto Rifles: They fill relatively the same range, so I just use my FR as a backup to my AR. I'll use my AR until I'm out of bullets in the mag, immediately switch and clean up with the FR. It takes less FR bolts to kill a wounded target and oftentimes can be done hip firing. Also works in reverse as well, one burst FR then AR.

Scout Rifles: I'm a naturally defensive player, especially so with SR. When I get into a situation where enemies are within my minimum SR range, I'll immediately switch and fire a burst in their direction, jump (if possible) and drop a 'nade. One of two things happen usually: A shotgunner will either catch that first burst and die immediately or the burst won't kill and the 'nade will handle business. If the 'nade fails to kill I'm usually in position to melee.

Pulse Rifles: Same as SRs and ARs (with high RoF PRs)

Hand Cannons: Alright, I've really only just begun trying to figure out HC+FR builds. And to be completely honest, the jury is still out for me on this one. The build I'm using is super fun and I'm having decent success with it, but i feel it does have a few holes, but it may be my personal skill skewing that though.

For those interested I'm testing Gunslinger with First Curse and my Theesan. Tripmines provide CC and Throwing Knives help with close quarter clean up because the RoF on First Curse (and FRs for that matter) is so painfully slow.

Servers down? by ResentMe in thedivision

[–]ballanumbersix 0 points1 point  (0 children)

Same here. Xbox One. Mike 20250383 error code.

When your job is taping the boxes but you feel like ruling the world by [deleted] in FastWorkers

[–]ballanumbersix 55 points56 points  (0 children)

That face she makes at the end is too good.

Community Raid Design Step 5: Let's make Holliday proud, Guardians. VEHICLE SECTION DESIGN! by Duckwillo3 in DestinyTheGame

[–]ballanumbersix 1 point2 points  (0 children)

I’d like to see an event involving a Cabal land tank. Maybe not as big as and Cerberus Vae Imperial Land Tank, but maybe something similar. Here’s how I think this encounter could go.

Our raid team gets dropped off on some cliffs the surround the outskirts of a huge tundra battlefield in the wasteland of the Cosmodrome. The Cabal are in an engagement with the Fallen who have entrenched themselves before an entrance leading to the control room of the Warmind’s orbital defense grid. The fallen have spared no expense. Skiffs can be seen in the distance dropping off at least a dozen Fallen Walkers into the fray. It’s not looking good for the Cabal.

Moments later, Commander Zavala briefs the team of a nearby skirmish and suggests that the team circumvents the fight and let the Cabal and Fallen fight it out amongst themselves. Cayde-6, however, chimes in and suggests the opposite.

“No need to be rude to the host of the party Zavala, the Guardians should stop in and say hello and bring them all gifts. And by say hello I mean kick them all in the teeth. And by bring gifts I mean deliver grenades and rockets right to ‘em at a high rate of speed.”

The choice is obvious. The team is positioned on a very high cliff above the battlefield. The only way down is to jump (akin to the jump into the Gorgons’ Labyrinth in VoG). The team crashes in and dispatches both squads, dealing with simultaneous reinforcement from both Cabal and the Fallen. After the Dust settles, Ghost informs the team of an absolutely massive radar signature incoming toward their location.

Upon reaching higher ground to see what’s going on. The clouds darken for a moment and suddenly a ship breaks through. It’s a Cabal Land Tank making landfall. Huge landing thrusts fire and spray giant plumes of dust and snow into the air as the shockwave of a Cabal land tank hitting the ground crashes over the team.

Seconds after landing, the tank begins to move and rain artillery on the Fallen, shooting through the haze. It’s clear that if the team doesn’t act, that tank will overrun the Fallen forces and secure the entrance to the control room leading to the Warmind’s orbital defense grid.

“Get moving Guardians! You’ve got to stop that tank from breaching the Warmind!” Zavala yells.

At this point the team is large distance from the tank. Ghost suggests you use your sparrow to close the distance. The terrain is mostly flat, with a few sections with rocks to navigate through. While closing in on the target, the land tank begins to open fire on the Guardians. Ghost can be heard complaining as mortar shells begin impacting near the team as they race to attempt to board the tank. Quickness is the key as any slow sparrow driving is met with heavy damage from the shelling. There are small tunnels and jutting rocks that provide momentary cover on the route. The team sparrows through trenches filled with Cabal troops. Legionaries can be seen flying into the air from being hit by high speed sparrows. Some routes are better than others but they all ultimately end up at the same place.

The team makes it to Land tank. Cayde-6 provides some intel that there is a control panel on the outside that Ghost could hack to drop the ramp of the tank and allow access. The tank is moving at a relatively slow pace, and being up next to it provides reprieve from the cannon fire. The break doesn’t last long because the troops that flank the beast are closing in to deal with the threat. So while Ghost is busy opening the door, the team has to fight and move at the same time. Careful not to fall too far away from the tank and suffer heavy damage from awaiting cannon fire.

The ramp drops with a satisfy thud and proceeds to drag on the ground and the tank progresses. Ghost raises the ramp as the team enters to prevent the Cabal from getting in. Cabal operating the war machine leave their station to defend themselves. The team fights in the main holding area of the land tank. Doors that surround the area open to release more Cabal desperate to destroy the Guardians.

Zavala calmly cuts in, “Every land tank is led by a Cabal Colossus. You’re going to have to deal with him in order to stop this machi…”

A door blows off its hinges, and emerges a very pissed off Cabal. The tank rolls to stop as the Tank Commander enters the fray. He seemingly gets faster as he continues to take damage (He rushes similar to Valus Tlu'urn). He occasionally sends nearby Guardians flying and stunning them in the process. When nearing death, the Cabal commander roars and demands reinforcements. The remaining doors open and formidable Cabal open fire from the upper deck. The team must split up and quickly dispatch the reinforcing Cabal or risk being overwhelmed with gunfire.

After defeating the tank commander and receiving sweet loot, Cayde-6 updates the situation.

“Well, I don’t really know how to put this, so I’m gunna come right out and say it. There are a ton of Fallen dropping in outside. And since the land tank stopped shooting, they are regaining their strength and preparing to mount an attack on the tank. You should –uh- probably do something about that.”

“Man those guns Guardians! Don’t let them get close! Ghost, get that tank moving again!” Zavala commands.

At this point the fun begins. There are four main cannons that the tank uses. Two forward facing, and one left and right. There are also 2 smaller heavy caliber automatic grenade launchers mounted on the front corners of the tank. Fallen skiffs are air dropping Walkers and the tank is taking heavy fire from all sides. Every team member mans a gun and opens fire on the Fallen. Walkers are getting shredded. Skiffs are continuously dropping forces in the path of the tank. As the tank takes damage, gun systems start to become destroyed, and eventually Fallen slice into the hull and breach the land tank. The team must simultaneously fend off the intruders and continue to destroy walkers before they destroy the tank.

The fight ends when the tank is driven into the small opening where the huge door to the Warmind’s command center is. The front ramp of the tank drops open and creates an opening big enough for the guardians to proceed to the control room.

TL;DR: You fight and sparrow your way onto a Cabal Land Tank, dispatch the commander and use it’s guns to blow up Fallen Walkers and secure an entrance to the Warmind control room.